Monument Valley | |
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Developer(s) | Ustwo Games |
Publisher(s) | Ustwo Games |
Director(s) | Neil McFarland |
Producer(s) | Dan Gray |
Designer(s) | Ken Wong |
Programmer(s) | Peter Pashley, Manesh Mistry, Van Le |
Artist(s) | Ken Wong, David Fernández Huerta |
Engine | Unity |
Platform(s) | iOS, Android, Windows Phone |
Release |
iOS
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Genre(s) | Puzzle |
Mode(s) | Single-player |
Aggregate score | |
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Aggregator | Score |
Metacritic | 89/100 (34 reviews) |
Review scores | |
Publication | Score |
Edge | 8/10 |
Game Informer | 8/10 |
Polygon | 9/10 |
Pocket Gamer | 9/10 |
TouchArcade |
Monument Valley is an indie puzzle game developed and published by Ustwo Games. The player leads the princess Ida through mazes of optical illusions and impossible objects while manipulating the world around her to reach various platforms. Monument Valley was developed over ten months beginning in early 2013 based on concept drawings by company artist Ken Wong. Its visual style was inspired by Japanese prints, minimalist sculpture, and indie games Windosill, Fez, and Sword & Sworcery, and was compared by critics to M. C. Escher drawings and Echochrome. The art was designed such that each frame would be worthy of public display. After a closed beta test, it was released for iOS on April 3, 2014, and was later ported to Android and Windows Phone. The game received generally favorable reviews. Critics praised its art and sound design, but noted its lack of difficulty and short length. It won a 2014 Apple Design Award, was named Apple's best iPad game of 2014, and sold over two million copies by January 2015; by May 2016, sales of the game exceeded 26 million.
A sequel, Monument Valley 2, was released for iOS on June 5, 2017.
In Monument Valley, player-character princess Ida journeys through mazes of optical illusions and impossible objects, which are referred to as "sacred geometry" in-game, as she journeys to be forgiven for something. The game is presented in isometric view, and the player interacts with the environment to find hidden passages as Ida progresses to the map's exit. Each of the tenlevels has a different central mechanic. Interactions include moving platforms and pillars, and creating bridges. The player is indirectly cued through the game by design elements like color, and directly cued by crow people, who block Ida's path. Critics compared the game's visual style to a vibrant M. C. Escher drawing and Echochrome. The game includes a camera mode where the player can roam the level to compose screenshots. It includes filters similar to those of Instagram.